Takahiro Harada

Orcid: 0000-0001-5158-8455

According to our database1, Takahiro Harada authored at least 48 papers between 2006 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
HIPRT: A Ray Tracing Framework in HIP.
Proc. ACM Comput. Graph. Interact. Tech., August, 2024

Neural Texture Block Compression.
CoRR, 2024

Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting.
Proceedings of the SIGGRAPH Asia 2024 Conference Papers, 2024

Gradient Traversal: Accelerating Real-Time Rendering of Unstructured Volumetric Data.
Proceedings of the SIGGRAPH Asia 2024 Posters, SA 2024, Tokyo, Japan, December 3-6, 2024, 2024

2023
Subspace Culling for Ray-Box Intersection.
Proc. ACM Comput. Graph. Interact. Tech., 2023

GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination.
CoRR, 2023

Local Positional Encoding for Multi-Layer Perceptrons.
CoRR, 2023

Neural Intersection Function.
CoRR, 2023

Real-time Rendering of Glossy Reflections using Ray Tracing and Two-level Radiance Caching.
Proceedings of the SIGGRAPH Asia 2023 Technical Communications, 2023

2022
Fused BVH to Ray Trace Level of Detail Meshes.
Proceedings of the SIGGRAPH Asia 2022 Posters, 2022

Progressive Material Caching.
Proceedings of the SIGGRAPH Asia 2022 Technical Communications, 2022

Combining GPU Tracing Methods within a Single Ray Query.
Proceedings of the SIGGRAPH Asia 2022 Technical Communications, 2022

Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data with Voxel-scale Details.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Posters, Vancouver BC Canada, August 7, 2022

Multi-Fragment Rendering for Glossy Bounces on the GPU.
Proceedings of the 33rd Eurographics Symposium on Rendering, 2022

Stochastic Light Culling for Single Scattering in Participating Media.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2021
Sparse Volume Rendering using Hardware Ray Tracing and Block Walking.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Technical Communications, Tokyo, Japan, December 14, 2021

2019
Hierarchical russian roulette for vertex connections.
ACM Trans. Graph., 2019

2018
Energy-efficient global illumination algorithms for mobile devices using dynamic voltage and frequency scaling.
Comput. Graph., 2018

Bidirectional path tracing using backward stochastic light culling.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
Stochastic Light Culling for VPLs on GGX Microsurfaces.
Comput. Graph. Forum, 2017

Estimating Relative Pose between Nonoverlapping Cameras by Four Laser Pointers Based on General Camera Model.
Proceedings of the 4th IAPR Asian Conference on Pattern Recognition, 2017

2016
The quest for the ray tracing API.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

A framework to transform in-core GPU algorithms to out-of-core algorithms.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

2014
Micro-buffer rasterization reduction method for environment lighting using point-based rendering.
Proceedings of the Graphics Interface 2014, 2014

2013
Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation.
Proceedings of the VRIPHYS 13: 10th Workshop on Virtual Reality Interactions and Physical Simulations, 2013

2012
Real-time Hair Simulation with Efficient Hair Style Preservation.
Proceedings of the VRIPHYS 12: 9th Workshop on Virtual Reality Interactions and Physical Simulations, 2012

A 2.5D culling for Forward+.
Proceedings of the SIGGRAPH Asia 2012 Technical Briefs, Singapore, November 28, 2012

A framework for rendering complex scattering effects on hair.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Forward+: Bringing Deferred Lighting to the Next Level.
Proceedings of the 33rd Annual Conference of the European Association for Computer Graphics, 2012

Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations.
Proceedings of the 33rd Annual Conference of the European Association for Computer Graphics, 2012

2011
HK-2207.
Proceedings of the SIGGRAPH Asia 2011 Computer Animation Festival, 2011

A parallel constraint solver for a rigid body simulation.
Proceedings of the SIGGRAPH Asia 2011 Sketches, Hong Kong, December 12-15, 2011, 2011

Heterogeneous particle-based simulation.
Proceedings of the SIGGRAPH Asia 2011 Sketches, Hong Kong, December 12-15, 2011, 2011

2010
Real-time collision culling of a million bodies on graphics processing units.
ACM Trans. Graph., 2010

Recent advances in real-time collision and proximity computations for games and simulations.
Proceedings of the ACM SIGGRAPH ASIA 2010 Courses, 2010

2009
Fast Rendering of Particle-Based Fluid by Utilizing Simulation Data.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

2008
Massive particles: particle-based simulations on multiple GPUs.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Volume Painter: Geometry-Guided Volume Modeling by Sketching on the Cross-Section.
Proceedings of the 5th Eurographics Workshop on Sketch-Based Interfaces and Modeling, 2008

Real-Time Simulation of Granular Materials Using Graphics Hardware.
Proceedings of the Fifth International Conference on Computer Graphics, 2008

2007
Real-time Fluid Simulation Coupled with Cloth.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2007

Real-time rendering of dynamic clouds.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Elastic objects for computer graphic field using MPS method.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Real-time particle-based simulation on GPUs.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Physics on GPUs.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Smoothed particle hydrodynamics in complex shapes.
Proceedings of the 23rd Spring Conference on Computer Graphics, 2007

Sliced data structure for particle-based simulations on GPUs.
Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2007, 2007

Construction of Non-Blobby Surface from Particles.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

2006
Real-time cloth simulation interacting with deforming high-resolution models.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006


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